Rugby: Escape To Victory

Sportplan rugby has played a large role in my team's love for the...
Heather, Rugby Coach

DESCRIPTION

  • Within each group of 10, there should be 4 attackers and 6 defenders.
  • The defenders should be in the outer grid and the attackers will be in the inner grid.
  • The defenders cannot enter the inner grid.
  • The players can pass the ball in any direction inside the inner grid, and can move around as much as they like.
  • When they attack outside the inner grid, they can only use non forward passes.
  • The aim of the game is for the attackers to touch the ball down outside the outer grid, without getting touched.
  • If the attacker gets touch, they swap places with the defender that touched them - they become a defended and the defender now becomes an attacker.
  • Decide on two handed or one handed touch, it's your call.
  • You might also decide to give your four attackers a period of time and unlimited touches before switching defensive and attacking players.
  • Don't forget to give everyone a chance in attack and defence.

COACHING POINTS

You don't need to focus on all of the following coaching points. Choose the points that apply to your training and session goals, also you may have your own coaching points.

  • Keep the tempo of this exercise high.
  • Attackers use a number of passing styles to move the ball within the inner grid, including passes with just one hand.
  • Passes are weighted correctly in terms of speed, distance, and accuracy.
  • Communication between attackers and defenders is efficient, effective, and encouraging. It not only focuses on what is happening now, but what might happen next.
  • Defenders seek to eliminate mismatches.
  • Attackers aim to create mismatches, 2 v 1 situations.
  • During 2 v 1 situations the ball carrier works to draw the defender away from the space that the support runner will attack, while keeping in mind that the defender may decide to drift early or might be sent off course by a dummy pass.
  • Attackers use changes in foot speed, running lines, side steps, and spins to beat defenders.
  • defenders track attackers, closing down space and attacking options quickly.
  • Attackers support the ball carrier.

PROGRESSION

Give all the players a set of tags, to speed up change overs. The defenders now need to remove a tag from an attacker.

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sportCodeId: 1009

sessions:0

drills:4

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MORE Warm Up DRILLS

3 Touch Kick

Split your players into two teams, giving one group of players a set of coloured bibs to set them apart, and quickly tell your players the following laws: We will be playing a rugby league style touch. When touched: set the ball down, stand over the ball, allow the scum-half to move the ball away from the point of contact. The defenders should stay on side following a touch, and should not compete for the ball. Any infringements in defence should result in the defending team conceding 10 Meters or possibly giving 1 or more extra touches to the attacking team. I'll leave this to your judgement depending on your team's age, skill level, and your session target/s. The attacking team can sustain three touches before they have to kick. Their kick should be as it would be in the game: a kick to touch, a kick for territory, or a kick that can be regained e.g. a grubber kick. The defenders should behave as they would in a real game. Quick put in's from the touchlines replace lineouts. Defenders who take the ball from an attacking kick should counter attack. A forth touch results in a turn over. The Scrum Half has a maxium of 5 seconds to move the ball from the point of touch. A ball kicked directly to touch from outside the attacking teams 22, or where the ball has been taken into the 22 by the attacking team and then kicked into touch - will result in a turn over with play starting on the five meter line closest to where the kick was made. The defence should be 10 meters back. A ball kicked from inside the attacking teams 22 can go directly to touch, as long as the attacking team did not carry the ball into their own 22 before the kick. The resulting put in will be to the opposition from where the ball has went into touch. Quick put-in's are enoucraged, if not possible the ball is played from the 5 meter line with the defence 10 meters back. Give points for quick put ins that work. Feel free to play with any of noted laws, let us know the law variations that work for you!

Warm Up

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